Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6974
  • Date joined 25 Oct '15
  • Last seen 9 Oct

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988 6974
  • 26 Sep '17
 marox — Project Lead

@Bang said:
It seems to work only in a small cone in front of you - originating from the point of riposte and it can't be easily manipulated around.

Not from what I can tell, that part seems to work correctly, but keep in mind during actual release it is not active, only during windup/early release

988 6974
  • 26 Sep '17
 marox — Project Lead

@Jax said:
2. Active parry inconsistency:
Totally agree here - active parry doesn't work like it should, and feels hit-or-miss when trying to fight with or against it. In theory, you could be in a 3v1 with all your enemies in front of you, and use a stab chamber morphed into a strike to block all three enemies' attacks and hit one of them. Doesn't really function reliably at the moment, but in time I think they'll polish it up.
Fix: rework the underlying systems of active parry attacks, and add better audiovisual queues.

I'm not really sure what would be considered wrong with it, I've looked at the code several times and everything seems to check out, haven't seen any videos that illustrate the issue, so it's hard to say.

988 6974
  • 26 Sep '17
 marox — Project Lead

@ZETBOI said:

@marox said:

@ZETBOI said:
Visual Glitch

Not sure how or why, but my buddy here has some trouble with his off-hand..

This is on a private server, I'm certain we haven't been fooling around with .ini files or the likes.
Happened only with bastard sword when held 2h.

Is this alpha #6?

This was recorded in alpha #5. I'll reschedule another spar with my bud on the same server so we can test if the problem persists in #6.

I think it happens when you join the server and the other person is already on it, probably in switched grip.

988 6974
  • 26 Sep '17
 marox — Project Lead

@ZETBOI said:
Visual Glitch

Not sure how or why, but my buddy here has some trouble with his off-hand..

This is on a private server, I'm certain we haven't been fooling around with .ini files or the likes.
Happened only with bastard sword when held 2h.

Is this alpha #6?

988 6974
  • 24 Sep '17
 marox — Project Lead

Thanks for the video, I have an idea what's wrong, has to do with the ping compensation that needs some rewriting because it's a bit too aggressive right now.

988 6974
  • 22 Sep '17
 marox — Project Lead

@Ruby Rhoderick said:
I noticed that a "MaxSlots" command line argument was added. How do I go about upping the max slots from the default 16? In the DefaultGame.ini, I've changed MaxSlots to 24 under [/Script/Mordhau.MordhauGameSession], but only 16 players are still able to join.

Currently locked to max 16

988 6974
  • 21 Sep '17
 marox — Project Lead

Will add it as an option

988 6974
  • 20 Sep '17
 marox — Project Lead

Keep em coming. There's something weird going on with those attacks for sure, especially the overheads that go clean through without there being much mouse movement even involved (which is the usual culprit if this is related to networking).

988 6974
  • 20 Sep '17
 marox — Project Lead

Thanks, sent you a PM here on the forums.

988 6974
  • 20 Sep '17
 marox — Project Lead

It's actually true, the .ini file doesn't contain anything particularly interesting to anyone. It seems you have a loadout that can cause the unified mesh of the character to end up in a naked dude, it's a bug we've been trying to track down but couldn't replicate. Knowing what the gear is worn would help us out in fixing this. If you want, you can simply list the gear pieces, that'd be just as helpful.

988 6974
  • 20 Sep '17
 marox — Project Lead

What changed in alpha patch 3 was how ping was displayed / averaged, not what the actual ping is.

988 6974
  • 19 Sep '17
 marox — Project Lead

Camera distance effect is reduced on higher fovs because they already zoom out, so it becomes an option for lower fovs to compensate for a bit more view without getting warping.

988 6974
  • 18 Sep '17
 marox — Project Lead

Don't take this as me brushing it off, but as for the explanation, my best guess would be that the attack packet arrived very late. By the time your client got it, some time might've passed, and the attack was already underway for some time on the server. Due to this, you're seeing the attack in the past. The attacks of other people are not currently adjusted for ping, so even if ping wasn't spiking (it's averaged, so it might not even show regardless), the actual packet might've arrived late anyway. It is definitely not due to your CPU.

Right now the game is not robust in terms of ping differences over a short period of time, especially big spikes. This problem would show up on your own attacks also as hitting too early, or getting blocked too early. The next step in the netcode would involve continuous compensation over a longer window, which should make this more robust.

988 6974
  • 17 Sep '17
 marox — Project Lead

Sound starting means damage is done, but are you sure that's not actually the release yell sound?

988 6974
  • 17 Sep '17
 marox — Project Lead

@Ruby Rhoderick said:

@crushed said:
We're currently investigating this problem, more footage incase it happens again would help

Thanks, Crushed. I'll save more clips of it happening and post them here.

Try to get footage in a format that allows us to scrub and analyze better like YT, it's a bit tough with gfycat. There definitely seems to be a problem in some cases with missing like this.

988 6974
  • 17 Sep '17
 marox — Project Lead

@JewJewBinks said:
https://www.youtube.com/watch?v=pWvdypDcE6E&feature=youtu.be

Here you go, i miss time some because I'm just trying to get in and out as much as possible so the ones that are off due to my timing don't matter but you can clearly see from the distance we are standing i easily should be landing hits, my tracers even go through him sometimes... If i was that far from someone in real life i would be hitting them every time with an extended arm swinging.

most apparent are near the end at 1:14-1:19 then the tracers of the opponent swinging at me at the end as well. Would really love to hear the feedback you have on this please.

Those are all missing I'm afraid, some are close calls, but still misses. Only thing that I could see as a solution in your case is to move the camera further back so that you'd be tricked to overcompensate the range. It's not an uncommon feeling though, and in Slasher we did this camera trick to make it "feel better" (even if incorrect).

988 6974
  • 17 Sep '17
 marox — Project Lead

@kEsa1996 said:
M&B and WOTR both used a system where it starts measuring the direction of your swing when you press down LMB, winds up the attack as soon as it detects movement from your mouse, and then finally begins to swing when you lift LMB. This same system would work great for Mordhau with some tiny changes to prevent people from holding up attacks:

  1. Make the client start measuring the direction of your swing when you press down LMB, but don't start the windup nor the following swing start until LMB is lifted.
  2. Make the attack windup start as soon as the client detects movement from your mouse (Up until here this is the exact same system used in M&B and WOTR). Unlike M&B and WOTR the client should then keep on proceeding to the release phase no matter whether LMB is still pressed down or not.

Personally I think the second option would be best. It's faster than option 1 yet extremely accurate in reading a player's input as proven by M&B and WOTR.

Had no idea it actually worked this way in MnB/Wotr, will definitely try out option 2, I think option 1 is too slow to be worthwhile.

988 6974
  • 17 Sep '17
 marox — Project Lead

@Ranten said:
This is noticeable on the Halberd

The Halberd has 3 head types, and one head type is quite longer/bigger than the other 2 (I am talking about the one with an exceptionally long tip, almost resembling a spear). What I have noticed is that the model with this head becomes bigger than the weapon's hitboxes are, so a lot of times the tip would go through a character model and deal no damage. I have tried doing it with a tree and had the same result - sometimes a weapon obviously goes through a prop/character but deals no damage. That also may apply to the spear but I have not tested it so I am not sure

Here made a quick screenshot to kinda explain what I am talking about

20170917143457_1.jpg

You can see that the tip is obviously going through wood yet it doesn't actually hit it (the system counts it as a miss and drains my stamina as well). The difference is just a few centimeters, but still it's quite annoying when fighting real players. I had a lot of moments when my strike/kick went through the model but didn't register a hit, and I had a lot of moments when a zweihander went literally through my head yet didn't deal me any damage at all (nor flinch me). I think this occurs most when the target is actually moving, so the hitboxes sometimes are missed and it's impossible to drag your way out on some weapons (although I have been HEAVILY thrust dragged by the longsword at times, so I guess this problem only applies to particular weapons like the halberd or the spear)

Halberd heads are the same length overall in terms of tracers, the example you show is world collision, where tip tracers are ignored so that it is less annoying to the player, actual non-world collision doesn't ignore the tip like that.

988 6974
  • 16 Sep '17
 marox — Project Lead

@JewJewBinks said:
would be nice to hear some dev feedback on this issue.

We will need video footage to see what you mean, because we don't experience any issues, the collision is accurate to the weapon model you see in 1P. If it somehow isn't, that is definitely a bug, but we need to see footage to identify exactly what the problem you're having is.

988 6974
  • 16 Sep '17
 marox — Project Lead

@lash said:
Is there an easy way to backup your loadouts?

Or rather, could it be done in a way that your loadouts will be saved under your windows profile documents folder? (possibly even steam cloud in the future, so you can access your loadouts from different locations)

Right now, reinstalling the game will erase your loadouts.

Yeah, it's in Game.ini in your docs, e.g.
C:\Users\YOURUSERNAME\AppData\Local\Mordhau\Saved\Config\WindowsClient\Game.ini

You can also share loadouts this way by copy pasting the relevant part